Yet Another Machine Gun Suggestion

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RedShocktrooper

FNG / Fresh Meat
Mar 8, 2011
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Alright, this has probably been done to death, but I think I've got an idea for this that might actually work and not lead to it being utterly overpowered.

If Machine Guns get added to this game, make them work like in Day of Defeat: Source. Individual bullets do little damage, but they fire in long sprays meant to cut down large amounts of Zeds and essentially deny a direction for them to come from. But don't allow the gun to be accurate from the hip. High spread and insane recoil preclude its usefulness for hipfire, and even using the sights doesn't help.

But that's where the schtick for this weapon comes in. You find a good ledge or other elevated area to plonk this thing, unfold the bipod with altfire, and set the gun down, effectively putting a "Zeds can't come this way" sign.

There are three versions of this type of gun that could see use, all of them would be fairly expensive (The 1000-3000 range)

The Starter: A balance between Magazine, Rate of Fire, and Damage. Probably in the neighborhood of 75-100 rounds per magazine. The RPD and RPK would also be acceptable (As would anything chambered in the likes of 7.62x33). Weight range of 6-8 blocks. It'd do moderately well against everything.

The High Damage, Low Mag: A weapon such as the famous Bren would fit this role, as well as the Lewis, MG08/18 others. A smaller magazine size, but each bullet does lots of damage compared to its counterparts. Lowest rate of fire of the three, and probably the one best suited for killing FPs and Scrakes. Magazine size in the 50-75 round range. Weight range of 10-12 blocks.

Moar dakka!!!: A weapon focused entirely around shooting lots of small bullets really fast. The M249, HK MG4, and Negev would all be workable weapons. Magazines of 150-200 rounds. Wight range of 10-12 blocks. Good for killing hordes of trash, but the low damage keeps it from working well against heavy stuff.

Do-it-all: Lots of dakka, and lots of damage. Large belts of ammo and lots of recoil and spread to boot, even when deployed. Use in controlled bursts, or soon you'll be popping off shots that don't hit anything. Weapons such as the MG42/MG3, Vickers, and M1919 would fit here. Ammo range of 100-150 rounds. Wight of 14 blocks without question. Cannot be fired properly while standing, as recoil will not only force you to look straight up, but also make you walk backwards - so good luck running and gunning with this. Basically the AA-12 and LAW of the Machine Guns.

I suppose a perk could come alongside these weapons, but I personally think that they shouldn't have a perk to themselves. Said perk would probably allow for larger magazines (or larger amounts of ammo carried) but the other negative schtick for these guns is long reload times (Granted, the hardest hitting of these guns are magazine fed, so to balance that the character would need to diddle fart around/struggle/slap the mag a bit to make sure they fit the schtick). The entire perk would need to be built around not doing more damage, but having more ammo.

So, thoughts? Love it? Hate it? Should I F.O.A.D.?
 

[UIT] Akame

FNG / Fresh Meat
May 5, 2009
1,280
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My own personal hell
There are TONS of threads talking about how to make machine guns work in KF, but really we already have a weapon with a large magazine and high RoF (flamethrower) and extended mag assault rifles (bullpup and AK).

Furthermore TWI is working on RO:HoS right now but they didn't add machine guns when they had time and didn't add other suggestions that much more community backing.

If you are really interested in seeing them added to the game, modding them into the game yourself is the best option.

One good thread discussing them is: http://forums.tripwireinteractive.com/showthread.php?t=44004&highlight=machinegun
 
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Darkwave

FNG / Fresh Meat
Sep 4, 2010
457
158
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Argentina
Haha , no.

Moar dakka!!!: (...) Good for killing hordes of trash, but the low damage keeps it from working well against heavy stuff


You've just described the purpose of Commando's weapons.
 
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noupperlobeman

FNG / Fresh Meat
Dec 21, 2010
318
173
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Corning, New York
/signed

No need to F.O.A.D.

I like lmgs in most games. I'd like to see them integrated into the game.

I might even enjoy the commando if these were implemented (that is, if you give them to the commando).
 

Rainydaykid

FNG / Fresh Meat
Jan 25, 2010
1,010
203
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TN
The problem with machineguns is that they are nothing like you described. They are actually really accurate, they have low recoil because they are heavy, and several of them are made to be mobile. Making a machinegun have weak bullets, inaccurate, and high recoil really kills immersion in a game.
 
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Blockbot

FNG / Fresh Meat
Jun 25, 2011
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The problem with machineguns is that they are nothing like you described. They are actually really accurate, they have low recoil because they are heavy, and several of them are made to be mobile. Making a machinegun have weak bullets, inaccurate, and high recoil really kills immersion in a game.

umm... lol mp7.

weak, heavy recoil, ligh and PIECE OF JUNK. except medic darts ofc :)
 

Rainydaykid

FNG / Fresh Meat
Jan 25, 2010
1,010
203
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TN
umm... lol mp7.

weak, heavy recoil, ligh and PIECE OF JUNK. except medic darts ofc :)

That's a PDW, not a machinegun. Also, if you get good at bursts, it is devastating, even on HoE.

http://en.wikipedia.org/wiki/Personal_defense_weapon

A machinegun is a beltfed, fully automatic weapon capable of sustained fire, used for suppression. There are magazine fed machineguns, but they generally use belts. Even an assault rifle with a beta-c mag would technically not be considered a machinegun, as it is not capable of sustained fire, or the role a machinegun was designed for.

When I use the term machinegun, I am using the military definition.
 
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CandleJack

FNG / Fresh Meat
Dec 2, 2009
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VIC
The problem with machineguns is that they are nothing like you described. They are actually really accurate, they have low recoil because they are heavy, and several of them are made to be mobile. Making a machinegun have weak bullets, inaccurate, and high recoil really kills immersion in a game.

And in WWII the BREN was too accurate for its role as a machine gun. To get the desired spread the machine gunners had to use worn-out barrels.

EDIT: I suggest the Ultimax Machine gun.

YouTube - ‪The Ultimax Machine Gun‬‏
 
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Rhenna

FNG / Fresh Meat
Jan 26, 2010
265
139
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Alone in Penn's woods
...A machinegun is a beltfed, fully automatic weapon capable of sustained fire, used for suppression. There are magazine fed machineguns, but they generally use belts. Even an assault rifle with a beta-c mag would technically not be considered a machinegun, as it is not capable of sustained fire, or the role a machinegun was designed for.

When I use the term machinegun, I am using the military definition.

And, your definition is a fine one. (Makes one wonder why the USMC is sorta-kinda embracing the H&K M27 as a replacement for the 249. Well, it makes me wonder, at least. A magazine-fed, short-barreled weapon that fires from a closed bolt, lacks a quick-change barrel, and, I believe, is *supposed* to be limited to 30 rounds per minute in desert temperatures. (Sure...) No direct gas impingement, but the piston isn't connected to the cocking handle. ...What?)

A true LMG in Killing Floor would be sublime, but I wouldn't look for that until KF III, or thereabouts.

Q. Is that fool in CandleJack's video really not only going sans eye-protection, but hearing-protection as well? I couldn't see any evidence of ear plugs.
 

The Algerian

FNG / Fresh Meat
Jun 29, 2011
680
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An MG without prone or one of those system we have in Red Orchestra (putting the MG on a surface) would be a bit pointless in my opinion.

LMG could work but would just make the game boring for your teammates.